Acceleration of Speed
October 12, 2010 Leave a comment

These always remind me of my childhood.
Leveling speed.
This one facet of any game is probably something mulled over and over as the design process goes on. With good reason, it’s an integral facet of any MMO. How fast do you want players to move through each area? How quickly do you want people to reach the end? If you make it too fast, will it loose consequence? If it’s too slow, will players become frustrated, especially in today’s market of instant gratification? Is the focus of your game supposed to be on the journey, or the destination, and how do you create the curve appropriately?
WAR is an interesting beast in regards to how it approached level-progression. On the one hand, there is the 1-40 career levels you have to progress through. I remember before release, Jeff Hickman saying in an interview that it was a very time-friendly 10-days gameplay to reach cap. Yes, you read that correctly, 10 days of play time to reach level 40. The rampage system sped this up insanely well for highly coordinated individuals. However, for most of us, and eerily-so for me, he was pretty darn accurate. My very first character, my DoK hit 40 after 10 days, and some hours. My second character (my Shadow Warrior) did it in about 8. My Knight: in about 5. My Blackguard: in about 2 or 3. On the other hand, there are the 80 renown ranks, the amount of time needed for this achievement is considerable, I’ve only done it once so far, and I’m getting close on my second.
As I see things, when designing games, systems, or anything that involves human interaction and choice, you are always trying to get certain outcomes or results. With games and MMOs in particular, we usually like to have options on how to go about doing various tasks we want to do, and we want to be successful at it. Lately, it seems I’ve been having a lot of conversations about how to get players to act as desired after. In WAR, this is healers who DPS, or Tanks who DPS, or players who solo queue for scenarios, or ignore other players who need help. But this activity happens in all games, it was the Dirge/Troub in EQ2 who wanted to do more dps and neglect their debuffs. In WoW it (perceived) to be Shamans and Paladins who wanted to DPS instead of heal. Sometimes the games change to accommodate these other desired playstyles, making all paths viable, other times, games cut divergent players off by hard-limiting possibilities. Of the two choices, I always prefer the former.
First, be prepared for some hefty linkage here, while I set the stage throughout the post to give reference to what I’m talking about.
I’m going to edge in on a
Yesterday for work, I had to drive for just over 300 miles. It sucked, but it did give me a lot of time for thinking, and other than my normal listening to talk radio, and physically feeling my blood pressure rise at the ridiculous crap that goes on in government, I had time to think about my other favorite hobby: gaming. I was thinking about my DoK and my SW and the gear they are currently in, what gear progression I was working towards on them, and the cost/benefit of those items.
With all the frustration that I’ve been feeling over WAR of late, I’ve been browsing the forums a lot more than usual. I’ve always been a crazy forum addict, and every game I’ve ever played, I’ve at least had a mild interaction with the community via the forums. WAR is the first game that ever got me off my ass and into writing, and plunged me even more-so into the community that was there. To me, it’s always amazed me when people report that less than 10% of the games population uses the forums regularly. They have always been a wealthof information, a place to vent, a community to share with, and a great ground for initiating gameplay. All of the benefits of the forums help ensure my own willingness to stick around for the long haul.

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